rotated           424 modules/games/gui_tetris.c     int rotated[4][4]; /* temporary array to hold rotated cells */
rotated           433 modules/games/gui_tetris.c     setMatrixCells(&rotated[0][0], 4, 4, EMPTY_CELL);
rotated           442 modules/games/gui_tetris.c                 rotated[game->fallingBlock.size - j - 1][i] = game->fallingBlock.cells[i][j];
rotated           446 modules/games/gui_tetris.c                 rotated[j][game->fallingBlock.size - i - 1] = game->fallingBlock.cells[i][j];
rotated           455 modules/games/gui_tetris.c             if (rotated[i][j] != EMPTY_CELL)
rotated           475 modules/games/gui_tetris.c             game->fallingBlock.cells[i][j] = rotated[i][j];